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In modo, sculpting
and traditional modeling are brought together in one application. As a result,
modo is adept at creating what we call "structured organics."
These are objects that have an underlying structure but also exhibit
natural surface details from subtle textures to deep treads, folds and warts.
The dimensions of the object can be made to fit precisely within specified
design parameters, while the surface can be as organic as you want—from
leather to melted plastic.
modo offers two sculpting methods: mesh-based and image-based.
As of modo 302, each sculpted stroke can be interpolated for smooth, flowing results.
These sculpting tools, working in concert with the rest of modo, provide for a
truly powerful 3D content creation experience.
Mesh-based Sculpting
Mesh-based sculpting tools modify existing points on a mesh with a brush
and are the fastest way to move, smooth, inflate or flatten geometry.
They are ideal for use as an extension to traditional modeling tools
or for quickly roughing out a base shape that will then receive more detail
using image-based sculpting techniques.
Available tools include: Push, Smooth, Carve, Flatten, Fold, Inflate,
Smudge, Move, Tangent Pinch, Spin, Emboss, Mask.
Numerous brush types are available for each tool.
(Standard behavior is to perform the opposite effect with the Ctrl key depressed)
Image-based Sculpting
Image-based sculpting in modo lets you paint values on an image
that adds fine surface detail. Working in a 3D viewport, you can
quickly sculpt deep valleys in a landscape or create subtle creases
on a face. With image-based sculpting you are creating a displacement
on any level of the subdivision hierarchy you want. You can pinch,
swirl and churn the surface to add grooves, battle damage or warts
to objects. You can sculpt using another image (like lizard skin)
that you brush onto the surface – easily adjusting image scale
and rotation as you brush the values on where you want them.
Since the values are stored in a map, image-based sculpting is ideal
for transferring your sculpt data to another object with similar UVs
(or in modo you can transfer sculpt data from a model to a different
model with UV re-targeting).
Available tools include: Push, Smooth, Carve, Flatten, Fold, Inflate,
Smudge, Move, Tangent Pinch, Spin, Emboss, Mask, Attenuate.
Numerous brush types are available for each tool.
Integration
Sculpting is no isolated experience in modo; it is simply part of a larger toolset that you can use at any time. You have access to traditional modeling tools as you sculpt, just as you have tools to paint. The sculpting tools in modo uses the exact same system of tool falloffs, brushes and inks as the rest of modo. And you can have a lit preview of your work as you are sculpting. There is no need to import or export data as part of the sculpting process. Just being able to add or remove geometry without exporting a base mesh is a huge yet subtle productivity booster. Likewise, there is no need to bake out a displacement map. When sculpting in modo, all the data is simply native to modo.
True Displacement
modo can work with a true vector displacement—not just height fields. This means you can store objects like a mushroom in a vector displacement map. You can even turn 3D geometry into a brush and sculpt using ears (or mushrooms).
Examples:
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Catman
Khalid al Muharraqi |
MP4 41 MB |
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See and download more modo sculpting videos at Luxology.tv. |